[UE4] Open world V2

Hi everyone! I'd like to share some screenshots from a project I've been working on for the past few weeks. A fully procedural open world landscape project built in Unreal Engine. Still a work in progress, comments / critiques are welcome!

Nice work; as mentioned it looks as though your trees are biased towards normal direction. Also, for my tastes, in all but the last set of shots, your fog colour is far too blue. You have the right idea, but unless you're going for something more stylized, you need to tone it back a notch or two.

I definitely went with something that's a bit stylized when it came to lighting/fog. I know I pushed it quite a bit, especially the turquoise fog "dawn" lighting scenario. Just went with whatever looked good to me at the moment honestly. I do appreciate the input though.

I keep tweaking the lighting constantly, 100% dynamic with no build times and easy way to save and switch between different lighting scenarios makes it really addictive!

Looking fabulous! I really like the variation you have on the ground materials and vegetation. One suggestion for your darker, foggy lighting scenario. It could use some thicker fog evolving from the ground, kind of like this:

Great start to the world you are building! I do have one critique though, specifically on how you are injecting color into your scene with the use of colored fog. The middle shots with the blue fog and strong directional shadowing from your atmospheric key light (the sun or moon directional light), they initially read as game-y underwater sequence. The strong god rays filtering through the trees and the very artificial color of the fog is the culprit IMO, but they would work for a very stylized environment (if that is what you are focusing on).

Having saturation in your fog is totally acceptable, even in physically 'correct' scenes due to the fact that we usually do not have the systems to support light scatter from light sources in our volumetric fog. In this case I would suspect that is largely what you are attempting to emulate with a blue moon light from above. Instead of injecting all of that color you could desaturate the fog hue by about 50% or more, and instead use a much more blue ambient (shadow) color and a neutral directional light color (moon?) for your scene. Not only will this feel more 'correct' when you are in pockets of shadowed fog, but it will closer match movie 'correct' visuals which we usually perceive as the norm for night shots. The idea with most lighting work is to sell the visual interpretation of your subject at the very first glance, usually have about 3 seconds before a person determines if it feels right or wrong (without an idea of what it might be).

Good luck with the rest of the progress, aside from my thoughts on the fog I think your start is great (P.S. I would do a paintover, but I am writing this on a short break while at work lol)